/*
	Greyout - a colourful platformer about love

	Greyout is Copyright (c)2011-2014 Janek Schäfer

	This file is part of Greyout.

	Greyout is free software: you can redistribute it and/or modify
	it under the terms of the GNU General Public License as published by
	the Free Software Foundation, either version 3 of the License, or
	(at your option) any later version.

	Greyout is distributed in the hope that it will be useful,
	but WITHOUT ANY WARRANTY; without even the implied warranty of
	MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
	GNU General Public License for more details.

	You should have received a copy of the GNU General Public License
	along with this program.  If not, see <http://www.gnu.org/licenses/>.

	Please direct any feedback, questions or comments to
	Janek Schäfer (foxblock), foxblock_at_gmail_dot_com
*/

#include "ControlSprite.h"

ControlSprite::ControlSprite(Level* newParent) : BaseUnit(newParent)
{
	flags.addFlag(ufNoMapCollision);
	flags.addFlag(ufNoGravity);
	flags.addFlag(ufInvincible);
	unitCollisionMode = 0;
}

ControlSprite::~ControlSprite()
{
	//
}

///---public---

bool ControlSprite::load(list<PARAMETER_TYPE >& params)
{
	bool result = BaseUnit::load(params);

	if (imageOverwrite[0] == 0)
	{
		imageOverwrite = "images/units/controls.png";
	}
	else // clear sprites loaded by BaseUnit
	{
		for (map<string,AnimatedSprite*>::iterator I = states.begin(); I != states.end(); ++I)
		{
			delete I->second;
		}
		states.clear();
	}
	SDL_Surface* surf = getSurface(imageOverwrite);

	// Spritesheet (3x2): first row: Handhelds, second row: PC
	#ifdef PLATFORM_PC
	int initSkip = 3;
	#else
	int initSkip = 0;
	#endif
	loadFrames(surf,initSkip++,1,false,"jump");
	loadFrames(surf,initSkip++,1,false,"swap");
	loadFrames(surf,initSkip++,1,false,"suicide");

	setSpriteState(startingState,true);

	return result;
}

///---protected---


///---private---

AnimatedSprite* ControlSprite::loadFrames(SDL_Surface* const surf, CRint skip, CRint num, CRbool loop, CRstring state)
{
	AnimatedSprite* temp = new AnimatedSprite;
	temp->loadFrames(surf,3,2,skip,num);
	temp->setTransparentColour(MAGENTA);
	temp->setFrameRate(DECI_SECONDS);
	temp->setLooping(loop);
	states[state] = temp;
	return temp;
}
